Even if the fire simulation ends in, I don't think many more games will make use of that sort of thing. Every console launch sees some games a little unbalanced tech-wise, as its a time of experimentation for many devs. I think there are many other cheaper ways to do fire better than naive sprites before going into full blown fluid simulation. Little big Planet for example, did it's fire through multiple layers of 2d fluid simulation and rendered that as a texture. LBP2 ditched that concept, and went with a particle based sim, which had its compromises, but I think worked better in the end. They still had a grid-based force field to drive those particles, but that was much lower resolution. I think similarly, that could be the most efficient way to go about the problem this gen, so Capcom's research won't end up completely unused this gen.